E-Book, Englisch, Band 18, 560 Seiten, eBook
Hamada / Soranastaporn / Kanegae Neo-Simulation and Gaming Toward Active Learning
1. Auflage 2019
ISBN: 978-981-13-8039-6
Verlag: Springer Singapore
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, Band 18, 560 Seiten, eBook
Reihe: Translational Systems Sciences
ISBN: 978-981-13-8039-6
Verlag: Springer Singapore
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
Part 1. Various Applications of S&G.- Chapter 1. Introducing Arrival City Game for Neighborhood Diversity.- Chapter 2. Designing a Human Computation Game for Enhancing Early-Phase Movie Box Office Prediction.- Chapter 3. Hallucifear: Educational Game about Drug Addiction.- Chapter 4. A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care.- Chapter 5. A Simulation Game of Patient Transportation.- Chapter 6. A Simulation Game for Anticipatory Scheduling of Synchromodal Transport.- Chapter 7. From Discussions to Games - Facilitating Interactions between Experts from Aviation and Humanitarian Aid.- Chapter 8. 3D Periodic Sugoroku Game for Active Learning of the Periodic Table.- Part 2. S&G to Learn Business.- Chapter 9. A Business Simulation Game to Teach How to Comprehend Financial Statements.- Chapter 10. Co-Creating Prototype Improvement using Participatory Design on the Development of a Serious Game in Financial Literacy Skills.- Chapter 11. Bis Augmented Reality in Finance Learning Games.- Chapter 12. Learning Efficacy among Executives and Students of an Organizational Growth Game.- Chapter 13. Business Game Promoting Supply Chain Collaboration Education at Universities.- Chapter 14. How can we ensure Middle School Students Acquire Economic Thinking? Developing and Evaluating an Analog Game Involving Smartphones Simulated with LEGO® blocks.- Chapter 15. Simulation Games to Foster Innovation: Insights from the Transport and Logistics Sector.- Chapter 16. Disrupting Traditional Business Test by Internet Based Simulation Game.- Part 3. S&G to Learn Environmental Issues.- Chapter 17. Methodology for Environmental Learning based on Material Flow Diagram of Green Multi-Dimensional Bookkeeping System.- Chapter 18. Board Game for Collective Learning on Green Roof Ecosystem Services.- Chapter 19. Design of Simulation and Gaming to Promote the Energy Transition from Fossil Fuels to Renewables.- Chapter 20. Agent-based Gaming for Two-sided Electricity Markets.- Chapter 21. Using Role-Play Game for Active Learning to Solve Water Inequity.- Part 4. S&G in Disaster Management.- Chapter 22. Gaming Simulation as a Tool of Problem-based Learning for University Disaster Education.- Chapter 23. A Study on Gaming of Participatory Evacuation Planning in Tourist Areas using Agent Simulation.- Chapter 24. A Study on Effect of “Information Mismatch” Simulation on Victims’ Quality of Life and Sense of Place in the Post-Disaster Period.- Part 5. S&G with the Latest Technology.- Chapter 25. Empirical Studies on the Role of Matchmaking in Mobile eSports Players Engagement.- Chapter 26. Learning via AI Dolls: Creating Self-Active Learning for Children.- Chapter 27. Virtual Reality for Active English Learning in the University Context.- Chapter 28. Research on User Experience in Risk Management Alternate Reality Game.- Part 6. S&G to facilitate Consensus Building.- Chapter 29. Rights-Conversion Type Urban Redevelopment Game Considering Financial Risk Management.- Chapter 30. Impact Finder: Board Game as a Tool for Social Impact Assessment Knowledge Transfer.- Chapter 31. A Study about the Changes of Participants’ Impressions through a Brainstorming Group Work.- Chapter 32. Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge.- Chapter 33. Community Forest Board Game for Learning Interactions Among Ecosystem Components in Community Forest with Local People.- Chapter 34. For Gaming-based Consensus Building: Problem Formulation of Snowfall Disaster Mitigation in Japanese Rural Area.- Chapter 35. Wadakamari Gaming - Which Promotes Players' Viewpoint Switching in Consensus Building.- Part 7. S&G for Empowerment of Human Mind.- Chapter 36. Experience Design for Understanding Social Withdrawal: Employing a Live-Action Role-Play (LARP) to Learn about and Empathize with Hikikomori in Japan.- Chapter 37. Hooshmand – Intelligence and Emotion Entangled in a Simulation Game.- Chapter 38. Self-Esteem Building Activity: Personality Development of Thonburi University Students.- Chapter 39. City of Emotions – Case Studies for a Broader Scope of Intervention.- Chapter 40. Arising Hope after Disaster: the Parcobaleno Project.- Part 8. NEO-Simulation Gaming toward Active Learning Era.- Chapter 41. Building Theoretical and Practical Experiencing Through an Integrated Active Learning Approach Using Case Studies and a Problem-Based Learning Methodology in International PBL.- Chapter 42. Bis Physical and Mental Environments for Simulation and Gaming: The Facilitator’s Role as a Designer of Environments.- Chapter 43. The Context Dependency of Four Persuasive Game Design Principles.- Chapter 44. Digital Versus Analogue Multi-Player Gaming:Comparing Learning Outcomes.- Chapter 45. Simulation Game Complexity Perception: An Approach to The Research Model.- Chapter 46. How to Describe a Large Business on a Business Board Game: An Illustration of Construction Company.- Chapter 47. Virtual Lesson Game for Prompting Teachers to Change Their Instructional Style to Promote the Integration and Utilization of Knowledge in Problem-Solving.- Chapter 48. The Effects of Debriefing on the Performance and Attitude of Austrian University Students and Cultural Differences to Japanese Students.- Chapter 49. What Business Simulations Teach: The Effect of Debriefing.- Chapter 50. Gaming Simulation Validation: Matching Participants’ Worldviews with Their Decisions.- Chapter 51. Educational Gamification: Challenges to Overcome - and to Enjoy.